package net.minecraft.inventory;

import net.minecraft.entity.IMerchant;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ChatComponentText;
import net.minecraft.util.ChatComponentTranslation;
import net.minecraft.util.IChatComponent;
import net.minecraft.village.MerchantRecipe;
import net.minecraft.village.MerchantRecipeList;

public class InventoryMerchant implements IInventory {
	private final IMerchant theMerchant;
	private ItemStack[] theInventory = new ItemStack[3];
	private final EntityPlayer thePlayer;
	private MerchantRecipe currentRecipe;
	private int currentRecipeIndex;

	public InventoryMerchant(EntityPlayer thePlayerIn, IMerchant theMerchantIn) {
		this.thePlayer = thePlayerIn;
		this.theMerchant = theMerchantIn;
	}

	/**
	 * Returns the number of slots in the inventory.
	 */
	public int getSizeInventory() {
		return this.theInventory.length;
	}

	/**
	 * Returns the stack in the given slot.
	 */
	public ItemStack getStackInSlot(int index) {
		return this.theInventory[index];
	}

	/**
	 * Removes up to a specified number of items from an inventory slot and returns
	 * them in a new stack.
	 */
	public ItemStack decrStackSize(int index, int count) {
		if (this.theInventory[index] != null) {
			if (index == 2) {
				ItemStack itemstack2 = this.theInventory[index];
				this.theInventory[index] = null;
				return itemstack2;
			} else if (this.theInventory[index].stackSize <= count) {
				ItemStack itemstack1 = this.theInventory[index];
				this.theInventory[index] = null;

				if (this.inventoryResetNeededOnSlotChange(index)) {
					this.resetRecipeAndSlots();
				}

				return itemstack1;
			} else {
				ItemStack itemstack = this.theInventory[index].splitStack(count);

				if (this.theInventory[index].stackSize == 0) {
					this.theInventory[index] = null;
				}

				if (this.inventoryResetNeededOnSlotChange(index)) {
					this.resetRecipeAndSlots();
				}

				return itemstack;
			}
		} else {
			return null;
		}
	}

	/**
	 * if par1 slot has changed, does resetRecipeAndSlots need to be called?
	 */
	private boolean inventoryResetNeededOnSlotChange(int p_70469_1_) {
		return p_70469_1_ == 0 || p_70469_1_ == 1;
	}

	/**
	 * Removes a stack from the given slot and returns it.
	 */
	public ItemStack removeStackFromSlot(int index) {
		if (this.theInventory[index] != null) {
			ItemStack itemstack = this.theInventory[index];
			this.theInventory[index] = null;
			return itemstack;
		} else {
			return null;
		}
	}

	/**
	 * Sets the given item stack to the specified slot in the inventory (can be
	 * crafting or armor sections).
	 */
	public void setInventorySlotContents(int index, ItemStack stack) {
		this.theInventory[index] = stack;

		if (stack != null && stack.stackSize > this.getInventoryStackLimit()) {
			stack.stackSize = this.getInventoryStackLimit();
		}

		if (this.inventoryResetNeededOnSlotChange(index)) {
			this.resetRecipeAndSlots();
		}
	}

	/**
	 * Gets the name of this command sender (usually username, but possibly "Rcon")
	 */
	public String getName() {
		return "mob.villager";
	}

	/**
	 * Returns true if this thing is named
	 */
	public boolean hasCustomName() {
		return false;
	}

	/**
	 * Get the formatted ChatComponent that will be used for the sender's username
	 * in chat
	 */
	public IChatComponent getDisplayName() {
		return (IChatComponent) (this.hasCustomName() ? new ChatComponentText(this.getName())
				: new ChatComponentTranslation(this.getName(), new Object[0]));
	}

	/**
	 * Returns the maximum stack size for a inventory slot. Seems to always be 64,
	 * possibly will be extended.
	 */
	public int getInventoryStackLimit() {
		return 64;
	}

	/**
	 * Do not make give this method the name canInteractWith because it clashes with
	 * Container
	 */
	public boolean isUseableByPlayer(EntityPlayer player) {
		return this.theMerchant.getCustomer() == player;
	}

	public void openInventory(EntityPlayer player) {
	}

	public void closeInventory(EntityPlayer player) {
	}

	/**
	 * Returns true if automation is allowed to insert the given stack (ignoring
	 * stack size) into the given slot.
	 */
	public boolean isItemValidForSlot(int index, ItemStack stack) {
		return true;
	}

	/**
	 * For tile entities, ensures the chunk containing the tile entity is saved to
	 * disk later - the game won't think it hasn't changed and skip it.
	 */
	public void markDirty() {
		this.resetRecipeAndSlots();
	}

	public void resetRecipeAndSlots() {
		this.currentRecipe = null;
		ItemStack itemstack = this.theInventory[0];
		ItemStack itemstack1 = this.theInventory[1];

		if (itemstack == null) {
			itemstack = itemstack1;
			itemstack1 = null;
		}

		if (itemstack == null) {
			this.setInventorySlotContents(2, (ItemStack) null);
		} else {
			MerchantRecipeList merchantrecipelist = this.theMerchant.getRecipes(this.thePlayer);

			if (merchantrecipelist != null) {
				MerchantRecipe merchantrecipe = merchantrecipelist.canRecipeBeUsed(itemstack, itemstack1,
						this.currentRecipeIndex);

				if (merchantrecipe != null && !merchantrecipe.isRecipeDisabled()) {
					this.currentRecipe = merchantrecipe;
					this.setInventorySlotContents(2, merchantrecipe.getItemToSell().copy());
				} else if (itemstack1 != null) {
					merchantrecipe = merchantrecipelist.canRecipeBeUsed(itemstack1, itemstack, this.currentRecipeIndex);

					if (merchantrecipe != null && !merchantrecipe.isRecipeDisabled()) {
						this.currentRecipe = merchantrecipe;
						this.setInventorySlotContents(2, merchantrecipe.getItemToSell().copy());
					} else {
						this.setInventorySlotContents(2, (ItemStack) null);
					}
				} else {
					this.setInventorySlotContents(2, (ItemStack) null);
				}
			}
		}

		this.theMerchant.verifySellingItem(this.getStackInSlot(2));
	}

	public MerchantRecipe getCurrentRecipe() {
		return this.currentRecipe;
	}

	public void setCurrentRecipeIndex(int currentRecipeIndexIn) {
		this.currentRecipeIndex = currentRecipeIndexIn;
		this.resetRecipeAndSlots();
	}

	public int getField(int id) {
		return 0;
	}

	public void setField(int id, int value) {
	}

	public int getFieldCount() {
		return 0;
	}

	public void clear() {
		for (int i = 0; i < this.theInventory.length; ++i) {
			this.theInventory[i] = null;
		}
	}
}
